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FrEDa

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Just started up my first game in 1.01 and I noticed I had negative Manpower -56 (max -56). I adjusted the Defence Spending and managed to crank it up to max 2. Now, in 1.00 the max for Sweden was 15 and it wasn't possible to go negative.

Is this something new? A bug? Or should I start a new game (freak thing)?

/F
 

unmerged(15623)

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From what you wrote I gather that you started this game with the 1.00, right? In that case you should start a new game.

The "Manpower cap is now reduced by the amount of troops you already have deployed" -feature introduced in 1.01 is obviously screwing your manpower up.
 

Johan

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Negative manpower is intended.

You have more troops than soldier-pops.

Convert more pops to soldiers.
 

Peter Ebbesen

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Sounds like a v1.00 save game using the v1.01 engine to me :)

EDIT: More likely: Convert pops until you have enough soldier POPs to support your armies. :D
 

FrEDa

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Originally posted by Johan
Negative manpower is intended.

You have more troops than soldier-pops.

Convert more pops to soldiers.

Yepp, just noticed :

- Manpower cap is now reduced by the amount of troops you already have deploted.

in the readme.txt for the patch.

It actually makes sense.. but -56 still seems a bit much, I suspect many people will wonder about this when they get the game and play a nation with pre-defined division.

I'm I correct to assume it's the huge Swedish fleet that's responsible.. I mean 3 divisions á 10,000 men can't be responsible for a -56?

/F
 

FrEDa

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Originally posted by FrEDa
Yepp, just noticed :

- Manpower cap is now reduced by the amount of troops you already have deploted.

in the readme.txt for the patch.

It actually makes sense.. but -56 still seems a bit much, I suspect many people will wonder about this when they get the game and play a nation with pre-defined division.

I'm I correct to assume it's the huge Swedish fleet that's responsible.. I mean 3 divisions á 10,000 men can't be responsible for a -56?

/F

Hmm, it actually adds up. 3 x 10 + 9 x 2 + 8 x 1 = 56 :)

However, I think it would be wise to correct this in the scenario file (i.e. convert enough POPs there). I mean if these divisions and ships existed IRL there should be support for it right? So Max Manpower should be 0 when starting.. Hmm.. or wait.. it's not possible to auto-align ledgers.. I forgot..

So, basically everything is fine, you only have to choose the correct Defense Spending..

*blushes*

/F
 

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Originally posted by FrEDa
Yepp, just noticed :

- Manpower cap is now reduced by the amount of troops you already have deploted.

in the readme.txt for the patch.

It actually makes sense.. but -56 still seems a bit much, I suspect many people will wonder about this when they get the game and play a nation with pre-defined division.

I'm I correct to assume it's the huge Swedish fleet that's responsible.. I mean 3 divisions á 10,000 men can't be responsible for a -56?

/F


Each division is about -10, and each ship -2 or so... Convert 50,000 men to soldiers and you can recruit more.. Or increase defence spending.. then your manpower increases.
 

FrEDa

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Originally posted by Johan
Each division is about -10, and each ship -2 or so... Convert 50,000 men to soldiers and you can recruit more.. Or increase defence spending.. then your manpower increases.

Yes, I got it figured out. But I couldn't get above -50 with DS so I converted 22,000 men in Gothemburg and now I'm -6.

But, for the 1.02 patch I would recommend that you assign some Beta's to go over each nation and make sure they are able to at least stay at 0 (meaning adjusting to a acceptable solder POP number at the start) with full DS when the scenario starts. It will avoid confusion and yelling :)

I'm guessing this was forgotten or omitted for the 1.01 version :)

/F
 

FrEDa

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A nice sideeffect of this :

IF you lower Army/Navy spending, i.e. have less soldiers per division the max manpower value is increased. Kinda like having reserves..

So, I'm guessing, you could convert soldiers to other POPs and use them for production, only to convert them back to soldiers when in a war.

Or would that be an exploit?

/F
 

Johan

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Originally posted by FrEDa
A nice sideeffect of this :

IF you lower Army/Navy spending, i.e. have less soldiers per division the max manpower value is increased. Kinda like having reserves..

So, I'm guessing, you could convert soldiers to other POPs and use them for production, only to convert them back to soldiers when in a war.

Or would that be an exploit?

/F

Not an exploit... But you need Manpower to convert the soldiers :)
 

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Originally posted by FrEDa
A nice sideeffect of this :

IF you lower Army/Navy spending, i.e. have less soldiers per division the max manpower value is increased. Kinda like having reserves..

So, I'm guessing, you could convert soldiers to other POPs and use them for production, only to convert them back to soldiers when in a war.

Or would that be an exploit?

/F

I wouldn't think so.. in effect, conscription and releasing solders back into civilian duty happened in real life, and that's what the game would represent you doing. Needless to say it should take time, and some sort of expense to convert laborers and farmers into solders, and perhaps some expense to convert them back.
 

FrEDa

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Ok, you have negative manpower. You don't convert any POPs to soldiers.


Instead you drop Naval/Army spending to minimum.


This will cause Army to loose troops and naval units to loose %.


This will cause max manpower to rise, since the units you're fielding require less manpower.


Now if you raise Army spending to max again nothing will happen, since you can't reinforce (negative manpower) so all that cash is useless :)


If you raise Naval Spending the ships will auto-repair (or reinforce) themselves and reduce manpower automatically.


So, what's the catch here.. simple, don't reduce Army spending if you're low on manpower! :)

/F